Disclaimer: This game is very challenging and requires a lot of attention to detail, strategic game play, and character equipment/skill management to succeed!

Current Version: Final Release v1.1.2

SynopsisThe genocide of the magi has begun. The Empire has spread it's reign around the globe. Why now though? After all these centuries of peace, why would the Empire want to eradicate the magi from existence? Is it truly out of fear for the powers that magi can posses, or is it something far more sinister...?

GameplayEternal Twilight is an old-school styled fantasy RPG with a Turn-Based battle system. I have made much use of the plethora of amazing scripts that Yanfly has created for the MV system to bring a battle system that is familiar, yet original in its own right. I am a firm believer of quality over quantity when it comes to designing a battle system and the types of skills a player has at their disposal. The battle system in Eternal Twilight features the following:

Intelligent enemy AI that will keep the player on their toes. The AI will respond according to the player's actions to make sure "LOL-SPAM ATTACK" will lead to the players demise.

Five unique character classes, each with a vastly different play style than the last!

Skills come in all shapes and sizes, ranging from Instant cast spells that don't consume the character's turns, to very powerful attacks, buffs, and heals that have cooldowns, making sure the player strategically chooses when to use certain abilities.

Latest Blog

Hey everyone! Long time no talk! Just chiming in to say that I have uploaded Eternal Twilight v1.1.2, which just addresses some balancing/difficulty. Okay byeeeee~~~~ :D

=== General Balance Changes ===* Non-Boss enemies have had their MaxHP reduced by about 5-10% across the board.
* EXP gained from all non-boss enemies has been increased by +5% and all bosses now reward +%10 more EXP when defeated.
* The DEFENSE stat has been slightly buffed, reducing enemy damage by about 5% more than before.
* Soul Trigger has been buffed: Stat boost increased from +15% to +20%, MP Cost reduction increased from 10% to 20% reduction, and TP regain increased from +5% to +10% per turn.

Dev Notes: Some of you may be wondering: "Why make the game easier now?" Well, I take great pride in the difficulty and balance of Eternal Twilight, but I also know that the difficulty can and is turning away a good amount of players. To make the game more approachable for the more casual player, I decided to tone down the difficulty a bit. I put in so much time, love, and effort into my game, and as a dev, I WANT people to play it. If making the game slightly easier gets more people to play the game, then that's the price to pay! Ferny... over and out! :D

I like where the plot is going in this game and the characters are okay but the gameplay mechanics...
outside of the battle skills the characters have i hate the design of this game.
not only is it another game that too heavily relys on battles to waste time.
but the mechanics punish you even further! making enemies stronger as you grind,you lose money for running from battles (which you don't get a lot per battle to begin with)and the geming system >.>

in my case this game was just made to cause stress and that's...not what a game is supposed to do.

Overalli don't recommend this unless...you like things that can be considered a bit tedious.

When an enemy levels up with you, they gain a fraction of the stats the the player does, almost to the point where it doesn't make much of a difference, in fact, the reason enemies level up is to give the player MORE exp and gold. The enemies also have a level cap, so that they don't indefinitely level up as the player does. The enemies in the 1st dungeon max at level 5 I believe, and in the 2nd dungeon, they will max out at level 10, and so on and so forth.

Example: The bee in the 1st forest dungeon, upon level will gain 5hp (again, hardly anything), 1 Attack, and 1 Agility. But, at the same time, they will also gain +3 EXP and +3 Gold upon defeat. I didn't implement the enemy leveling up system to "punish" the players, it's a way to reward them more for their time spent in battle.

The gemming system is made that way on purpose (ever play World of Warcraft?), hence why they drop so frequently, AND you can buy them as well. You're the 1st feedback I've read that disliked that feature, but you can't please everyone, so I just have to understand that as a developer.

As for the losing money on running thing, my game is not the first to do that, and considering on-map encounters is a thing, it's pretty fair. Even if you do run, the amount of gold you lose isn't huge (at least it shouldn't be...I might have to look at the numbers). Escaping from a battle should, at least according to my math/setup take away about 15% of your total gold. Some players dislike it, but it's a balance thing...risk vs. reward.

Thanks for the feedback regardless, there are a few things I can look into based off of it.

A bug has been found where sometimes you will receive a "Nan" message when gaining AP after battle, and it will reset that character's total AP back to zero. I believe the issue has been fixed, and the demo has been uploaded reflecting it. Sorry for the inconvenience! D:

author=Fernyfer775A bug has been found where sometimes you will receive a "Nan" message when gaining AP after battle, and it will reset that character's total AP back to zero. I believe the issue has been fixed, and the demo has been uploaded reflecting it. Sorry for the inconvenience! D:

Sorry Fernyfer, this bug is still there. Or the download is not updated yet.It seems to happen when Luna is poisoned and Trish is bleeding.It just happened to all after using Radiance, even when it is over.It never happens when a buff is given with Guard, Smite or Tantra Magic.

And when the earlier event with explaining some game mechanics where (I think it was about the runes) only a black box appears and you can't do nothing except wait. Then you have full control of your characters.

When initiating the rune shrine, it goes to "now Loading" but nothing happens.

I think I know what the issue is...whenever I deploy the project, it seems to be removing some vital parts, causing all these crashes because I've meticulously test-played all of this stuff countless times and it always works on my end. - This issue has been fixed.

As for the AP bug, it was actually another plug-in that was screwing it up. I have removed the plug-in and replaced it with one that is compatible. I'm going to try to fix the deployment problem, and then I will re-upload a fixed demo. -This issue has been fixed.

Thanks for getting rid of these bugs. But there are some gliches you have to solve:In the item-menu there are some slots without anything and you can choose them in battle too for loosing a round.There's a non-name-slot in the buy-menu in the pub for the cost of 0G.When this doesn't help, I'll make some screenshots.

I will try to find a spirit... and I think I found one but it's bugged.

Were the "empty" items only acquirable through the store, or did you notice you had some prior to that? I fixed the store, I had moved some items around in the database and forgot to update the inventory.

I fixed the problem that crashed Tajin Forest...I manually stripped files from my game to knock down the download size, and totally missed that one.

PS - That was one of those rare "spirit" monsters too, booo!

Is the most recent demo you downloaded the one with enemy side-view battlers or no?
Also, did you try going into the Runecrafting Shrine? I had a few people mention that it was freezing up on them, I wanted to know if I fixed the problem.

author=Fernyfer775Were the "empty" items only acquirable through the store, or did you notice you had some prior to that? I fixed the store, I had moved some items around in the database and forgot to update the inventory.

I fixed the problem that crashed Tajin Forest...I manually stripped files from my game to knock down the download size, and totally missed that one.

PS - That was one of those rare "spirit" monsters too, booo!

Is the most recent demo you downloaded the one with enemy side-view battlers or no?Also, did you try going into the Runecrafting Shrine? I had a few people mention that it was freezing up on them, I wanted to know if I fixed the problem.

I noticed the empty spots before I tried to buy something. I think they appeared after buying the equipment. When using the empty spots in battle nothings happend else loosing a round for nothing. I thought it was because I met a spirit - it was the first time so the bug was new.I didn't start a new game but copied the complete save file. So I don't know of the black issue after fleeing from the first battle scene happened again. The runecrafting shrine is now working as it should, I even got one Tier 2 after the gargoyles.The battles were the same as in the first version. The only difference was that the first gargoyle disappered after defeating and of course the "weather".

author=Fernyfer775Ah, okay. Perhaps transferring the save file is what did it. Good to know! :D

If you mean the empty spots then no. I have seen this empty spots in your second version, too, and that game I had to restart, because the copied saves didn't work.
Perhaps I should have mentioned it before.

Hey Fernyfer775,
when will you update your download? I really want to fight a spirit.
To the battles:
Sideview, with a zooming out at the beginning, but no more zoooming in (and out) during battle. Each action shows the actor and its aim(s). This battle system is fine for me. Even the "weather" is fitting.

I am going to finish the Port Town Muyan area and then the next dungeon + boss before uploading the next demo. I want to make sure I give people enough new stuff to warrant re-downloading the game! :)
It should be ready by the end of the week, school is getting crazy busy this week, so I've had to cut back my RPG MAKER time.

So I downloaded this and I'm extremely impressed. I love the scenario thus far, the animations are crisp and unique. I haven't done much socketing yet, but I defeated the first boss and I'm absolutely loving this game.

@squallstorm: I'm glad you're enjoying it so far. I really am trying hard to deliver a satisfying experience to my players. Keep an eye out for the updated demo that I hope to release around the end of the week that will include more content to play around with! ^_^